I really love your addon … a real time saver on cartoonish animations. Thanks a lot again. I ll use it…again and again.
I Hope one day the render could be done without crashing.
It’ll be more comfortable for production pipelines.

Hey , the jiggle works only on view port . when i render the final animation, jiggle effect doesn’t work . i tried bake animation & bake action none of these made the jiggle effect work on final render animation.

There are changes coming in blender 2.81 that might help the situation, however I have been doing some tests with the beta and still running into some problems. (I can get wiggle physics showing in a render, but it breaks almost everything else in the animation). I’ve tried asking in the coding section of the forum here and on the blender devtalk site but haven’t been able to get any responses yet.

Baking the wiggle physics should work in the meantime. Are you selecting the bones before baking?

Hi, thanks for the reply. i’m using blender 2.8 . yes i did select the bones before baking! the problem is that wiggle works only on viewport but when i start viewport animation render or final animation render, the effect doesn’t apply.
do i need to correct any settings on blender that might affect the simulation on final render animation?

Friends, can you help?
Where i can find other keyframe for other bones? (15b13)
After I applied to the selected bones, the keyframes of the other bones disappeared.
Im select bones for wiggle, check them us wigglebones. Uncheck “Reset on loop” (really awesome thing)…

If i check “additive bake” - i cant see all other keyframes. Armature like was, but i cant see keyframes

If i uncheck them - only the movement of these bones remains. All other keyframes disappear and the other part of armature does not move.
Sorry im not familiar with action, and use Timeline. But in both places no other keyframes
I mean after baking

When you do an additive bake, it pushes your animation into an nla strip and bakes the wiggle into the active action.

If you want your main keyframes visible in the timeline, you can go into the nla editor and select the top strip and press tab; the strip will turn green and the keys in it will become visible.

You could also replace the active action with the action named in that strip if you just want to go back to the pre-jiggled animation.

if you want to merge your keyframed animation with the baked wiggle keyframes, you can use blenders normal “bake action” operator. It’ll take both the wiggle and your keyframed animation into account.

I know that can be a lot to take in, but I’d recommend familiarizing yourself at least a little with actions and the nla if you are getting into baking as it’ll make it easier to understand how your keyframes are being affected in these sorts of cases.

Thank you very much.
However, this is due to a huge inconvenience. Especially when you need to adjust the animation in the complex or even just correct on the fly. Baked action not comfortable for ajust.

In the separate action will be very uncomfortable for people who create animation and export to game engines. (animation export separately for each acton) Hands, legs, tentacle ))

Can you add ability to choose method for baking?
I mean - something like checkbox or menu - where new keyframe must be baked on new NLA action or Current action…
It this possible?

If i uncheck them - only the movement of these bones remains. All other keyframes disappear and the other part of armature does not move.

As I said no keyframes.
If i check them i can see other keys in other action on NLA. (2 action, main + wiggle)
If uncheck additive - not. No old keys in current action, no action with old movement keys, nothing - only new keys.